Difference between revisions of "Glucosoid pump"
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They also do not consume power while idling, unlike their contemporaries such as [[sleep accelerator]]s. Hence, they can be left idle without consequence. | They also do not consume power while idling, unlike their contemporaries such as [[sleep accelerator]]s. Hence, they can be left idle without consequence. | ||
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+ | For working deathresters, increased movement speed can improve the efficiency of movement heavy jobs, and the low power and resource cost for a late game colony makes it cost effective. Compared to [[deathrest accelerator]]s, the accelerators provide less time where the pawn is useless, while pumps optimize the time a deathrester spends awake. An single accelerator removes 0.6 of a day off of deathrest, while two remove 1.1 days. To compare, a [[sanguophage]] that sleeps in a normal quality bed with no other factors sleeps an average of 3.42 hours a day. So, for the 30 days of deathrest, not considering that sleep can be satisfied during deathrest due to the micromanaging necessary to accomplish such, they are awake and moving for 25.675 days. Multiplied by 1.12, if a sanguophage did nothing but move they would effectively have an extra 3.081 days of movment, compared to the 0.6 days saved resting. However, the most dangerous part of deathrest is that one of your most powerful combatants is inactive while resting, and even slightly decreasing the time where you are more vulnerable to raids is most likely worth the slight efficacy decrease. | ||
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+ | As pumps increase move speed directly and do not affect moving, and thus [[melee dodge chance]], their usefulness in combat is questionable, as [[Genes#Longjump|Longjump]] is far better at closing distances. However, even with the [[Genes#Quick_MoveSpeed|Very Fast Runner]] gene sanguophages start with, they are slower than normal humans by 0.1c/s in sunlight due to their [[Genes#MildUVSensitivity|UV Sensitivity]], which will be further affected by the armor they are most likely wearing. This slight movement difference can make it more difficult to kite and possibly allow for the sanguophage to be overwhelmed in melee, a sunlight affected sanguophage wearing all three pieces of flak armor up moves at 4.176c/s, but even a single pump will bring that to slightly above base move speed, at 4.67712. | ||
== Gallery == | == Gallery == |
Revision as of 18:40, 11 March 2023
This article relates to content added by Biotech (DLC). Please note that it will not be present without the DLC enabled. |
This article is a stub. You can help RimWorld Wiki by expanding it. Reason: Please add a reason . |
Glucosoid pump
This device allows a deathrester to move faster after deathrest is complete. It pumps the body with extra muscle-signaling factors while cleaning waste products from muscle tissue. The effect lasts until the individual deathrests again. It must be connected to a deathrest casket to function. This building must consume hemogen to function.
Base Stats
- Mass
- 50 kg
- Beauty
- 0
- HP
- 200
- Flammability
- 40%
- Path Cost
- 42 (24%)
Building
- Size
- 1 × 2
- Minifiable
- True
- Placeable
- True
- Passability
- PassThroughOnly
- Cover Effectiveness
- 40%
- Blocks Wind
- False
- Terrain Affordance
- Light
- Power
- -100 W
Creation
- Required Research
- Deathrest
- Skill Required
- Construction 4
- Work To Make
- 4,000 ticks (1.11 mins)
The glucosoid pump is a building added by the Biotech DLC that increases the move speed of deathresters.
Acquisition
Glucosoid pumps can be constructed once the Deathrest research project has been completed. Each requires 150 Steel, 6 Components, 5 Hemogen packs, 4,000 ticks (1.11 mins) of work, and a Construction skill of 4.
Summary
Active glucosoid pumps require a pawn capable of deathrest, and must be connected to a deathrest casket. As a pawn deathrests, it consumes 100 W of power and ? hemogen packs per day. A functional glucosoid pump grants 1 stack of Glucosoid Rush after a pawn wakes from a non-interrupted deathrest. Up to 4 glucosoid pumps can be connected at a time.
Glucosoid Rush
"Move speed is increased because this person used a glucosoid pump while deathresting. This effect lasts until the next deathrest."
- Move speed multiplied by 1.12.
- Multiplied by severity (e.g. 2 pumps = x1.24 movement)
Like other deathrest buildings, a glucosoid pump permanently binds to a pawn once used, with no penalty for deconstruction. Deathresting pawns have their own separate limit to the buildings they can connect to, which can be increased with a deathrest capacity serum.
Analysis
As with all other deathrest machines, these cost a non-negligible amount of steel and components. Consider holding off on building them until you are more well established and are able to produce steel and components reliably with deep drills and fabrication benches.
They also do not consume power while idling, unlike their contemporaries such as sleep accelerators. Hence, they can be left idle without consequence.
For working deathresters, increased movement speed can improve the efficiency of movement heavy jobs, and the low power and resource cost for a late game colony makes it cost effective. Compared to deathrest accelerators, the accelerators provide less time where the pawn is useless, while pumps optimize the time a deathrester spends awake. An single accelerator removes 0.6 of a day off of deathrest, while two remove 1.1 days. To compare, a sanguophage that sleeps in a normal quality bed with no other factors sleeps an average of 3.42 hours a day. So, for the 30 days of deathrest, not considering that sleep can be satisfied during deathrest due to the micromanaging necessary to accomplish such, they are awake and moving for 25.675 days. Multiplied by 1.12, if a sanguophage did nothing but move they would effectively have an extra 3.081 days of movment, compared to the 0.6 days saved resting. However, the most dangerous part of deathrest is that one of your most powerful combatants is inactive while resting, and even slightly decreasing the time where you are more vulnerable to raids is most likely worth the slight efficacy decrease.
As pumps increase move speed directly and do not affect moving, and thus melee dodge chance, their usefulness in combat is questionable, as Longjump is far better at closing distances. However, even with the Very Fast Runner gene sanguophages start with, they are slower than normal humans by 0.1c/s in sunlight due to their UV Sensitivity, which will be further affected by the armor they are most likely wearing. This slight movement difference can make it more difficult to kite and possibly allow for the sanguophage to be overwhelmed in melee, a sunlight affected sanguophage wearing all three pieces of flak armor up moves at 4.176c/s, but even a single pump will bring that to slightly above base move speed, at 4.67712.
Gallery
Images
Audio
Working Start
Working Loop
Working Stop
Version history
- Biotech DLC Release - Added.